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The Clash of Clans API documents routes for clan current wars, war logs, and Clan War League data—enough to explore building a war simulator, but not enough by itself to prove what a particular simulator can predict. Requests use a bearer token, and clan tags containing # must be URL-encoded in request paths.

What the Clash of Clans API provides for a war simulator

The API documentation describes game data returned as JSON and lists routes for a clan’s current war, its war log, and Clan War League information. It also documents player, league, location, ranking, Gold Pass, and label routes. These endpoints are potential inputs for a project; their existence alone does not specify a simulator’s rules, assumptions, or predictions.

The reference documentation is maintained in a GitHub API documentation repository. Supercell’s developer portal is the official entry point for API access. Because endpoint behavior and terms can change, consult the live portal before relying on a route in a production tool.

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How to make an authenticated API request

  1. Create credentials: Use the Supercell developer portal to create an API token. The authentication documentation describes sending it as a bearer token in the Authorization header.
  2. Use the documented API base URL: The reference gives https://api.clashofclans.com/v1.
  3. Encode clan tags in URL paths: A tag such as #2ABC must be represented as %232ABC in the request path. Apply URL encoding rather than inserting the raw hash character.
  4. Follow list pagination rules: List endpoints may use pagination markers. The documentation says not to send after and before together.

Keep the token private: it is a credential used to authorize requests, not a value to expose in a public webpage or a shared code sample. The API documentation explains authentication and request conventions, but a specific simulator still needs its own documented data handling and calculations.

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What the war-log route can—and cannot—establish

The documented route for a clan’s war log is GET /clans/{clanTag}/warlog. Its reference lists optional limit, after, and before parameters. That makes it a documented way to request war-log data; it does not establish that every detail a simulator might want is available from that route.

The reference lists several failure responses a client should handle:

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  • 403: access or credential failure.
  • 429: throttling.
  • 404: the requested resource is missing.
  • Service availability errors: the API may not be available to complete the request.

A robust tool should treat these as distinct outcomes rather than assuming every request returns usable war data. The route and error details are in the war-log reference.

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Can you build a Clash of Clans war simulator?

You can build a project that uses documented war-related API data as an input. Whether it is a planner, a replay-like summary, or an outcome predictor depends on the implementation and on which data the API makes available to that project. The documentation does not verify any particular simulator’s design, code, test results, predictive accuracy, or release status.

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There is also a specific data caveat worth treating carefully: in a Reddit AMA, one community participant reported believing that individual attack information for regular wars was not available through the API. That is a participant’s report, not a current API specification. Check the current official documentation and test permitted responses before designing around individual attack details. The relevant discussion is the Clash of Clans General Manager AMA.

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What a project story should make clear

To understand what a war simulator actually does, readers need the details that endpoint listings cannot answer: which routes and fields the program uses, how it handles missing or unavailable data, what assumptions define a simulation, and whether its output describes possible scenarios or predicts a real result. Without those implementation details, “war simulator” names an idea, not a verified capability.

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